Newest tech-trees

Discussion in 'StarCraft 2 Strategy Discussion' started by furrer, Jun 29, 2009.

Newest tech-trees

Discussion in 'StarCraft 2 Strategy Discussion' started by furrer, Jun 29, 2009.

  1. furrer

    furrer New Member

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    here are the newest techtrees according to sc2gg.com (http://sc2gg.com/forum/index.php?showtopic=8627):

    TERRAN:

    [​IMG]

    PROTOSS:

    [​IMG]

    ZERG:

    [​IMG]

    how do I change pics size? help...


    Very interesting, Ill be back in 1 minute and give my words on it - happy discussing.

    Very interesting builds, I think.

    Zerg: Especially the roach's placement, the late lurkers and early infesters are interesting. Probably zerg wont need the lategame on the same way as in scbw. Infestors and Roaches etc. will play on an other way than lurkers. But the lategame Zerg will be interesting, with some strong lurkers and broodlords!!!

    Terran: Very early Marauders, a lot of air units it seems, gonna be great fun if this build stays. I also like the early ghost's.

    Protoss: Air once more key for everything, no teching to higher units without a stargate, sounds reasonable. If you want DT harass you wont have observers it seems. Even more high-tech oriented it seems.

    [size=+2]UPDATE[/size]

    Thanks to Gasmaskguy for this excellent find:

    http://forums.battle.net/thread.html?topicId=19110293243

    Scroll down to the middle of the page for Xordiah's blue post that says:

    So yeah, the Protoss tech tree stays classic.

    In your face, disbelievers
     
    Last edited: Aug 14, 2009
    MarineCorp likes this.
  2. Fenix

    Fenix Moderator

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    Is it just me or are the tech trees less convoluted than SC1, even with all the new stuff?
     
  3. furrer

    furrer New Member

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    They are it seems, IM still trying to figure everything out. Fenix do you know how to fix img's sizes.?
     
  4. AcE_01

    AcE_01 Active Member

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    interesting, interesting.

    I like the new design for the evolution chamber, lurkers den, and ultralisk cavern.
    Notice how you need to build a Spire to get corruptors now. I remember one time you only needed a Lair to get corruptors.

    I hope lurkers are stronger now since it got moved all the way down to tier three.
    But I still dont understand why they made a building for it...they could have just made a "lurker research" button in the hydralisk den.
     
  5. Gasmaskguy

    Gasmaskguy New Member

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    Awesome! A new design for the Merc Compound, just as expected.

    Furrer, I doubt the early Marauders. Those tech trees are just not in-depth enough to show Tech Lab requirements, as seen with the Siege Tank in the Factory. Marauder most likely still needs the Tech Lab. The Tech Lab requirement is just not shown for any unit at all.
     
    Last edited: Jun 29, 2009
  6. furrer

    furrer New Member

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    Yeah, I forgot that :( Thats still quite good though, thats as early as dragoons :)
     
  7. needler

    needler New Member

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    So now Hydralisks are available early like people wanted.

    Seems interesting that you get Bunkers if you build Orbital Command and Sensor Towers if you build Planetary Fortress.
     
  8. Gasmaskguy

    Gasmaskguy New Member

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    No, it's supposed to be read like this: The Barracks unlocks both the Bunker and the OC, and the Engineering Bay unlocks both the PF and the Sensor Tower.
     
  9. furrer

    furrer New Member

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    :) The same as the Stargate unlocking 4 buildings - thats a lot.
     
  10. sniper64

    sniper64 New Member

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    Hell to the yes fur!
    Oh and fur if you want the pics bigger, just go into a photo editing thing anything simple really, select all that you want in it and just expand it pull out however that program will do it.
     
  11. furrer

    furrer New Member

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    I wanted them smaller, we could do that in the old forums (lenght etc in the [​IMG]
     
  12. 10-Neon

    10-Neon New Member

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    I don't like how the Protoss tree works. I strongly prefer branched upper tiers, with structures unlocking structures relevant to the units they produce. Why should you need a Stargate to build Colossi and Templar?
     
  13. furrer

    furrer New Member

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    Yeah, Im wondering aobut that too Neon, and I cant come up with a good answer, cant be the way you fix balance at least. Any genius out there knowing why they are doign this to the protoss?
     
  14. Gasmaskguy

    Gasmaskguy New Member

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    I think the answer is simple: that tech tree is as deceiving as the Terran one - It simply doesn't reflect the actual game as well as it could.
     
  15. furrer

    furrer New Member

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    Lol, I nearly wrote (GMG) but I decided not to ;)

    What do you mean? I think its prettty clear that the Stargate is required for everything lategame. Protoss was known for veing very versatile (i hate spelling these words), Terran was always very bulky: Factory -> Starport.
    This is just a change on the protoss I dont understand.
     
  16. Gasmaskguy

    Gasmaskguy New Member

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    Don't you think at least one of the more in-depth articles about the visit would have mentioned it if this was the case? I hope so :p
     
  17. furrer

    furrer New Member

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    They dont seem to detailed on strategy and such, or am I missing some? They actually seem quite uninteresting.
     
  18. AcE_01

    AcE_01 Active Member

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    i believe the twilight council unlocks templar archives and dark srine. The stargate unlocks fleet beacon and the robotic facility unlocks robotics bay. thats how i see it. This diagram is abit too simple.

    Now, if thats not the case...then yes i would be complaining.
     
    Last edited: Jun 30, 2009
  19. furrer

    furrer New Member

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    Yeah I think that too, but why dont they show that then?
     
  20. Gasmaskguy

    Gasmaskguy New Member

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    Because the least of their worries as of now is the silly tech tree displayer?